I saw a mention of Imperial Roads (from the manabursts and stuff mod) not working and would like to confirm I'm seeing the same thing. Namely, a worker takes my money and goes idle but the imperial road only showed up in the city's tile. However, I didn't get the "We need to find stone" announcement in this game, so there may be a problem with workers being able to use the Imperial Roads button in cities with access to stone. I have a stone quarry already so maybe that blocked the event?
I'll be leaving this comment over in that thread as well, I just wanted you to be aware of the issue.
edit:GIR says he knows what he needs to fix. In the meantime, the events appear to trigger properly as long as you don't build a stone quarry until getting your fifth city.
edit2:I'm noticing that I'm getting CTDs on turn 1 almost every time (I thought it worked once over the weekend, but I'm not sure now) trying to play with 15 players on a huge map (to make up for the few that always seem to die early). If the speculation on particular leaders or civs being a problem is correct, I'm obviously increasing my odds of getting one of them with more players. But, unless there's a lot of them (relative to the 95 possible leaders I count) I shouldn't be getting them nearly every time. So the issue *may* be something else.
edit3:11 players on huge gives me fewer first turn CTDs. but doesn't eliminate them, so the number of players is itself probably not the issue. I've been tracking which leaders showed up (through Worldbuilder diplomacy) in games that CTD after my first turn and those that went to turn five (I haven't had any CTDs on turns 2, 3, or 4, but I wanted to make sure everyone had time to use their settlers.) I have now had a game that CTD that contained entirely leaders which I have seen in other games which did not. While there may be issues with specific leaders or civs, something is happening on the AI's first turn independant of that.
edit4: 30 players on a huge map and I played through turn 20 with no issue. The only thing I changed was turning off the flavourmod option because I thought the game might get confused trying to place starting locations in 'good' spots and at some distance from each other. I don't know the ins and outs of how it works, but someone might want to look there. It sounds like in the next release the civs that have a strong preference for a particular terrain are going to have an automatic effect that converts their territory to that terrain, so the flavourmod may not be necessary.
edit5:Okay seeing hopelessly landlocked Lanun and my own starting positions in areas that aren't reliably thawing (End of Winter on) I'm disabused of the notion of dispensing flavourmod.